Game machine having a playing display screen

ABSTRACT

A game machine, having a game display screen, for paying out game play media for a winning game if a given condition is satisfied after a game is started after game play media are input. The game machine comprises an input counter for cumulatively counting and outputting the number of input game play media, a payout counter for cumulatively counting and outputting the number of paid-out game play media, a processing unit for finding a difference between outputs of the input counter and the payout counter and outputting the difference as a profit/loss count of game play media, and a memory for sequentially storing the profit/loss count output from the processing unit every specific period together with the actual time. A processing section displays information, representing change of the profit/loss count with time, stored in the memory, in a part of the game display screen.

TECHNICAL FIELD

This invention relates to a game machine for displaying a game playimage on a display screen, to enable a player to play a game, and inparticular to a game machine having a function of displaying informationindicating the operation state of the game machine.

TECHNICAL BACKGROUND

With some game machines in game houses, a player inputs game play mediasuch as coins, medals, chips, or balls to the game machine in order tostart playing a game, and if they satisfy a given condition whileplaying the game, a predetermined number of game play media are paid outto the player for the winning game, from the game machine. Game machinesof this type include slot machines and pinball machines, for example.

In the game house, as part of management it is necessary to know how thegame machines operate. For example, at some game machines, it may beextremely easy for players to win games and at some it may be extremelydifficult for players to win games. If the number of the former gamemachines increases, the game house suffers a great loss. In contrast, ifthe number of the latter game machines increases, the players loseinterest in playing, and as a result, the game house will losecustomers. Therefore, in the game house, it becomes necessary to adjustthe ease with which players can win games for each game machine, changelocations of the game machines, or replace the game machines with newones. For these purposes, management data is required.

Management data of this kind includes profit/loss count datarepresenting change with time of the difference between the number ofinput game play media and the number of paid-out game play media(profit/loss count), for example. Ease of players winning games isadjusted by changing a setting of the payout rate, a control targetvalue of the ratio of the number of paid-out game play media to thenumber of input game play media for each game machine, based on thedata.

The management data also includes sales data indicating the sales ofeach game machine. Whether or not specific game machines should remaininstalled and whether or not the locations of specific game machines areto be changed are determined by management based on the sales data.

Management data of this kind is automatically provided and stored by acomputer or the like which controls the game machines in the game house.However, the data on the game machines is usually displayed in batchfrom only on a display or the like of a management computer whichmanages the entire game house. To adjust the ease with which players wingames, etc., personnel in the game house must select the correspondingdata from among the data displayed in batch from. Thus, it is not easyfor personnel to look up necessary management data such as profit/losscount data. Particularly, nowadays control software varies from onemodel to another and various adjustment methods and various ranges ofnecessary data are mixed, thus it is evenmore difficult to access thenecessary data. Depending on the situation, personnel in the game houserely on their own experience or perception to adjust the ease with whichplayers win games or change the setting of the payout rate.

However, personnel's experience and perception vary from one person toanother, so management of the game house varies depending on personalcharacter. If adjustment is made without using a management computer,although it is installed, introduction of the computer does not makesense and is unreasonable.

To solve this problem, it is possible to display respective managementdata on each game machine. The slot machine described in Japanese PatentLaid-Open No. Hei 3-234274 is available as a game machine having amanagement data display function. The game machine is adapted to displaya graph representing the profit/loss count on a dedicated displayinstalled on the front.

However, since a dedicated display needs to be provided for displaying aprofit/loss count graph, the slot machine increases in cost by as muchas the cost for installing the dedicated display.

On the other hand, some players grasp the profit/loss trend of game playmedia, namely, the trend of ease of winning games, at the game machinewhile playing games, and determine whether or not the game machine isprofitable from a players point of view. Making such a judgement iscertainly one of the pleasures of playing games. However, it isdifficult for the beginner to make such a judgement. For this reason, itis desirable to offer display of the above-mentioned profit/loss countdata for players.

However, if the profit/loss count for the game machine becomes tooexplicit, part of the enjoyment associated with the games, such as theaccidental nature and the anticipatory thrill of playing games, will belost. That is, data of this kind informs the players which game machinesare profitable and which are not, so that the players can select gamemachines simply by reading data. Moreover, the data referenced by aplayer who selects a game machine is based on the game results of othersmade so far and is not their own data. Thus, the players will bedeprived of the enjoyment of a game based on determination by trial anderror.

Data of this kind enables the players to select profitable game machineswithout experimentation. Therefore, whereas the players formerly playeda few games at several game machines before making a decesion, they nowneed only to see data before making their judgement so the players willcenter around only specific game machines and sales at other gamemachines will decrease. This is undesirable from a management point ofview.

Further, data necessary only to management, such as sales data, shouldnot be disclosed to the players. It is desired to suppress display ofsuch data to the customers. Moreover, formerly, it was not possible tospecify whether or not data should be displayed according to the datacontents.

DISCLOSURE OF THE INVENTION

It is a first object of the invention to provide a game machine whichcan display data indicating change of a profit/loss count with time in asimple structure, without installing a dedicated display.

It is a second object of the invention to provide a game machine whichcan display data indicating change of a profit/loss count with time uponreceipt of an external request.

It is a third object of the invention to provide a game machine whichhas a function of allowing only personnel in the game house to seedetailed operation data.

To accomplish the first object of the invention, according to a firstform of the invention, there is provided a game machine having a displayhaving a game display screen and control means for paying out game playmedia for a winning game if a given condition is satisfied after a gameis started after game play media are input, wherein the improvementcomprises:

an input counter for cumulatively counting and outputting the number ofinput game play media;

a payout counter for cumulatively counting and outputting the number ofpaid-out game play media;

operation means for finding a difference between outputs of the inputcounter and the payout counter and outputting the difference as aprofit/loss count of game play media; and

storage means for sequentially storing the profit/loss count output fromthe operation means every specific timing together with the time,

the control means having a processing section for determining the gamestart/end and upon determination of the game start, the processingsection for displaying information representing change of theprofit/loss count after the start point in time of the current gamestored in the storage means in a part of the game display screen andupon determination of the game end, for clearing the display.

To accomplish the second object of the invention, according to a secondform of the invention, the game machine according to the first formfurther includes display selection means for inputting a display commandof information representing change of the profit/loss count and anexternal clear command for the display, to the control means, whereinthe processing section, upon receipt of the display command, displaysinformation representing change of the profit/loss count with timestored in the storage means in a part of the game display screen andupon receipt of the clear command, clears the display of the informationrepresenting the change of the profit/loss count.

To accomplish the third object of the invention, according to the thirdform of the invention, in the game machine according to the second form,the display selection means accepts an input of a specificidentification signal, and the processing section, when theidentification signal is input, displays detailed management data storedin the storage means in a part of the display screen.

According to a fourth form of the invention, the game machine accordingto the first form further includes identification signal input means forinputting an identification signal, wherein the processing section, whenthe identification signal is input, displays detailed management datastored in the storage means in a part of the display screen.

According to a fifth form of the invention, there is provided a gamemachine having a display having a game display screen and control meansfor paying out game play media for a winning game play if a givencondition is satisfied after a game is started after game play media areinput, wherein the improvement comprises:

storage means for storing management data containing a plurality oftypes of data indicating the operation state of the game machine; and

identification signal input means for inputting an identificationsignal,

the control means, upon input of the identification signal, fordisplaying at least a part of the management data stored in the storagemeans in a part of the display screen.

The detailed management data is, for example, information representingchange of a cumulative profit/loss count with time for all games storedin the storage means at that point in time.

According to the game machine of the invention, the numbers of input andpaid-out game play media during game playing are cumulatively counted bythe input counter and the payout counter. The operation means calculatesthe profit/loss count based on the counts of the counters. The operationresult is stored in the storage means every predetermined time, togetherwith the time. The data of the profit/loss counts with the time storedin the storage means is displayed by the control means in a part of thegame liquid crystal screen as information representing change of theprofit/loss count with time. A trend graph is possible as the displayform.

According to a sixth form of the invention, there is provided a gamesystem comprising a plurality of game machines for paying out game playmedia for a winning game if a given condition is satisfied after a gameis started after game play media are input and a management computer formanaging the game machines,

each of the game machines comprises:

a display having a game display screen;

a jackpot output section for detecting a jackpot condition during gameexecution and controlling payout of game play media for the winning gameplay and outputting information indicating the jackpot condition;

an input counter for cumulatively counting and outputting the number ofinput game play media; and

a payout counter for cumulatively counting and outputting the number ofpaid-out game play media,

the management computer for reading information indicating the jackpotcondition of the jackpot output section and the counts of the input andpayout counters from each of the game machines for preparing managementdata and sending a part of the management data to the corresponding gamemachine for displaying it in a part of the display screen of the displayof the game machine.

According to a seventh form of the invention, there is provided a gamemachine having a display having a game display screen and control meansfor paying out game play media for a winning game if a given conditionis satisfied after a game is started after game play media are input,wherein the improvement comprises:

an input counter for cumulatively counting and outputting the number ofinput game play media; and

a player detector for detecting a player existing at a game playposition and outputting a detection signal,

the control means further including:

a player determination section for outputting a player signal if thedetection signal of the player detector is output for a predeterminedtime or longer;

a quantitative input determination section for outputting a quantitativeinput signal if the number of input coins counted by the input counterbecomes a predetermined number or more; and

a processing section for determining the game start and end,

the processing section for judging the start of a game when both theplayer signal from the player determination section and the quantitativeinput signal from the quantitative input determination section, andjudging the game end when the input of the player signal stops.

BRIEF DESCRIPTION OF THE DRAWINGS

In the accompanying drawings:

FIG. 1 is a side view of a game machine according to a first embodimentof the invention;

FIG. 2 is a front view of the game machine of the first embodiment ofthe invention;

FIG. 3 is a block diagram showing the configuration of the game machineof the first embodiment of the invention;

FIG. 4 is a front view of a game machine according to a secondembodiment of the invention;

FIG. 5 is a block diagram showing the configuration of the game machineof the second embodiment of the invention;

FIG. 6 is a block diagram showing the configuration of a game housesystem comprising game machines according to a third embodiment of theinvention;

FIG. 7 is a table showing one example of the display format ofmanagement data used in the invention;

FIG. 8 is a graph showing an example of a displayed trend graph in thirdand fourth embodiments;

FIG. 9 is a graph showing an example of a displayed trend graph in thirdand fourth embodiments; and

FIG. 10 is a block diagram showing the configuration of a game housesystem comprising game machines according to a fourth embodiment of theinvention.

BEST MODE FOR CARRYING OUT THE INVENTION

Referring now to the accompanying drawings, there are shown preferredembodiments of the invention.

As shown in FIGS. 1 and 2, a game machine 1 according to a firstembodiment of the invention is a slot machine using a liquid crystaldisplay system which is provided with a liquid crystal display 20 havinga display screen 2 on the front, wherein game graphic symbols 2acorresponding to a plurality of rotating drums are displayed on thescreen 2. With the slot machine, a player starts a game after inputtingcoins (game play media) to a coin slot (not shown), and if the playersatisfies a given condition, such as alignment of the symbols 2a in aspecific direction, coins are paid out to the player, for the winninggame, from the slot machine. In addition to the game display 20, aplayer detector 9, a display selector 10, and a start lever 11 areinstalled on the front of the slot machine. Further, a coin return lafor receiving paid-out coins is installed in the lower part of thefront.

As shown in FIG. 3, the slot machine 1 contains an input counter 3 forcumulatively counting the number of input coins and outputting thecount, a payout counter 4 for cumulatively counting the number ofpaid-out coins and outputting the count, operation means 5 forcalculating the difference between outputs of the input counter 3 andthe payout counter 4 to find out the coin profit/loss count andoutputting it, storage means 6 for sequentially storing the profit/losscount output from the operation means 5 every predetermined timetogether with the time, control means 7 for controlling the displayscreen of the game liquid crystal display 20 to display the data storedin the storage means 6, and a timer 8 for counting the date and time.

The liquid crystal display 20 has a liquid crystal display panel (notshown) constituting the display screen 2, a drive circuit (not shown)for driving the liquid crystal display panel, and a display memory (notshown) for storing display data.

A well-known counter being located at the coin slot for sensing passageof coins for counting the number of input coins may be used as the inputcounter 3. A well-known counter being located at a coin payout section(not shown) for sensing passage of coins for counting the number ofpaid-out coins may be used as the payout counter 4. The operation means6 can consist, for example, of an electronic operation circuit forperforming subtraction.

The storage means 6 receives an output of the timer 8 and sequentiallystores the management data every predetermined time, together with thedate and time. For example, the storage means 6 consists of asemiconductor memory and a controller, such as a CPU, for controllingthe memory. It can also be made of a memory operating under the controlof the control means 7. In the embodiment, data is recorded every giventime, but the invention is not thing limited. For example, data can alsobe recorded each time a given event occurs. The events may be occurrenceof a winning game, detection of illegal action, etc.

The data stored in the storage means 6 is up loaded into a host computersystem, not shown in the embodiment, at a given period, for example,every day. At that time, the data stored so far is initialized, and thecounts of the input counter 3 and the payout counter 4 are alsoinitialized.

The control means 7 provides a quantitative input determination section15 for outputting a quantitative input signal when the input countreceived from the input counter 3 reaches a predetermined count or more,a player determination section 16 for outputting a player signal when adetection signal from the player detector is output for a predeterminedtime or longer, and a processing section 17 for controlling the displayscreen 2 of the game liquid crystal display 20 upon receipt of thesignals of the quantitative input determination section 15 and theplayer determination section 16 or a command from the display selector10.

For example, the control means 7 can be made of a computer system havinga central processing unit (CPU), a read-only memory (ROM), a randomaccess memory (RAM), etc. The operation means 5, the storage means 6,and the control means 7 may be constituted as a whole by a commoncomputer system.

When judging the start of a game, the processing section 17 drawsinformation representing the profit/loss count as a chart such as agraph based on profit/loss count data in relation to the time stored inthe storage means 6, provided that a display command is input from thedisplay selector 10. The information representing the profit/loss countis displayed as a subwindow 2b in one corner of the game display screen2. In the embodiment, the information representing the profit/loss countis displayed as a trend graph indicating change of the profit/loss countwith time. In the embodiment, numeric values are not shown and only achange trend is shown. The trend display range is only data on thecurrent player in the embodiment. That is, data indicating theprofit/loss count occurring after the end of the preceding gameconstitute current display range.

In addition to graphs such as a broken line graph and a bar graph,inclination of a balance or the like may be shown graphically, forexample, as display in the subwindow 2b. This also applies to otherembodiment discussed later.

As in a second embodiment described below, numeric values of a trendgraph may be displayed, provided that a special identification signal isinput.

When judging the game end, the processing section 17 clears display ofthe graph and registers the end time of the game in the storage means 6for determining the start point of the trend graph display range of theprofit/loss counts for the next game. Recording of the input count datain the input counter 3, the payout count data in the payout counter 4,and the profit/loss count data in the storage means 6 is continued. Whenboth a player signal from the player determination section 16 and aquantitative input signal from the quantitative input determinationsection 15 are input, the processing section 17 judges the start of agame, and when the input of the player signal stops, it judges the endof the game.

For example, the player detector 9 emits an ultrasonic wave, amicrowave, or the like toward the position at which a player sits anddetects a reflected wave for detecting the player.

The display selector 10, which is made of a key switch, is provided forthe player to specify whether or not a window representing profit/losscount data is to be displayed. The display selector 10 can also be usedto input the identification signal mentioned above, in which case theidentification signal may be formed relating on and off states of theswitch to special patterns.

The control means 7 does not display the window on the game displayscreen 2 unless the processing section 17 judges the game start asdescribed above. However, if a game is started and the window isdisplayed, the control means 7 enables erasion of the window when theplayer handles the display selector 10.

Next, the operation of the embodiment will be described.

When a player inputs coins and operates the start lever 10, the gamegraphic symbols 2a simulate rotation for starting a game. That is,graphic symbols 2a on three drums displayed on the display screen 2 ofthe liquid crystal display 20 are rewritten in order for display so thatthey appear to be rotating. When a given time has elapsed, theprocessing section 17 stops rotation of the drums, namely, stopsrewriting of the graphic symbols. Then, the processing section 17determines a combination of the three game graphic symbols 2a when theystop, and if the combination matches a predetermined pattern, it paysout coins to the player for the winning game play through a payout slot(not shown).

At this time, the number of input coins and that of paid-out coins aresequentially counted by the counters 3 and 4. The count data is sent tothe operation means 5, which then finds the profit/loss countsequentially from the data. The profit/loss count is stored in thestorage means 6 together with the date and time.

When a player sits down on a chair in front of the game machine 1, theplayer detector 9 detects it and a player signal is output from theplayer determination section 16.

If the operation mode of the display selector 10 is set to the displaymode, when the number of input coins reaches a given quantity and aquantitative input signal is output from the quantitative inputdetermination section 15, the processing section 17 reads data ofprofit/loss counts occurring after the preceding game end time stored inthe storage means 4, and draws the data as a trend graph (slump graph)for display as a subwindow 2b in one corner of the game display screen2, as shown in FIG. 2.

Thus, the player can know the game play media profit/loss trend withrespect to their own game plays, at a glance. Therefore, the player neednot count the number of input coins, the number of paid-out coins, etc.,themselves in order to know what they are. For example, if the playerdoes not want other players, etc., to see the game play mediaprofit/loss progress in their own game plays, they can operate thedisplay selector 10 to stop (clear) the display at any time.

When the player ends playing games and leaves his or her seat in frontof the slot machine 1, the player detector 9 detects it and stopsoutputting the player signal. Then, the processing section 17 detects itand clears the display and registers the game end time in the storagemeans 6.

To check a slot machine for operation status, personnel in the gamehouse perform a switch operation corresponding to a specificidentification signal from the display selector 10. Then, the controlmeans 7 receives it and presents data indicating the change state of thecumulative profit/loss count up to the current point in time for theslot machine as a trend graph.

Thus, the data on the preceding game plays is not displayed for anotherplayer who plays a game at the slot machine 1, and only data on acurrent sequence of game plays is displayed. On the other hand,personnel in the game machine can see the data stored so far byinputting a specific identification signal.

Personnel in the game house can also see data other than the profit/losscounts by inputting a specific command, for example, they can see theplay rate (G value) of players at the machine as described below and thecumulative values of the numbers of input and paid-out coins, etc.

Thus, according to the slot machine, a graph representing theprofit/loss counts can be automatically displayed for convenience ofplayers. Moreover, a dedicated display for graph display is notrequired, so the effect of suppressing an increase in costs of the gamemachine can be produced.

At the slot machine, the profit/loss count data on past games played byothers is not displayed. Once displayed profit/loss count dataautomatically disappears under the control of the control means 7 whenthe current player leaves his or her seat. Thus, trouble caused bydisplaying graph data over a wide range does not occur.

In the embodiment, no data is displayed in the subwindow 2b until thecoin input quantity reaches a predetermined quantity, but the number ofinput coins, for example, may be displayed before a graph is displayed.

The location of the subwindow 2b is not limited to one corner of thedisplay screen 2; the subwindow 2b can be displayed in any appropriatelocation not hindering display of the game contents.

Next, a second embodiment of the invention will be discussed.

Like the game machine of the first embodiment, a game machine 1according to the second embodiment of the invention is a slot machineusing a liquid crystal display system (liquid crystal game machine)which is provided with a liquid crystal display 20 having a game liquidcrystal screen 2 on the front, wherein game graphic symbols 2acorresponding to rotating drums are displayed on the screen 2.

A player starts a game after inputting coins (game play media) to a coinslot (not shown), and if the player satisfies a given condition, coinsare paid out to the player for the winning game from the slot machine.In addition to the game liquid crystal screen 2, an identificationsignal input device 23, a display selector 10, a display change device21, a screen change device 22, and a start lever 11 are installed on thefront of the slot machine.

As shown in FIG. 5, the slot machine 1 contains a management data outputsection 30 for collecting and outputting management data (consisting ofmanagement basic data and management process data described below),storage means 6 for storing the management data output by the outputsection 30, control means 7 for controlling the game liquid crystalscreen 2 to display the management data stored in the storage means 6,and a timer 8 for counting the date and time.

The management data output section 30 consists of an input counter 3 forcumulatively counting the number of input coins, a payout counter 4 forcounting the number of paid-out coins, a game counter 13 for countingthe number of times a game has been played and outputting the count, andoperation means 5 for calculating the coin profit/loss count from thedifference between the number of input coins and the number of paid-outcoins output from the input counter 3 and the payout counter 4. That is,in the embodiment, the number of input coins, the number of paid-outcoins, and the game count are management basic data, and the profit/losscount is management process data.

A well-known counter, being located at the coin slot for sensing passageof coins for counting the number of input coins, may be used as theinput counter 3. A well-known counter, being located at a coin payoutsection (not shown) for sensing passage of coins for counting the numberof paid-out coins, may be used as the payout counter 4. The game counter13 can be made of a counter for counting the number of times the startlever 11 has been handled. Further, the operation means 5 can consist,for example, of an electronic operation circuit for performingsubtraction.

The storage means 6 receives an output of the timer 8 and sequentiallystores the management data every predetermined time together with thedate and time. For example, the storage means 6 can be made up of asemiconductor memory and a controller, such as a CPU, for controllingthe memory. It may be made of a memory operating under the control ofthe control means 7.

The control means 7 provides an identification determination section 14for determining whether or not an identification signal input from theidentification signal input device 23 matches a preset one, a processingsection 17 for reading management data from the storage means 6 inresponse to a command of the display selector 10 and displaying it onthe game liquid crystal screen 2 in a predetermined mode or form,provided that the identification determination section 14 determinesthat the input identification signal is the same as the preset one, adisplay change section 18 responsive to a command of the display changedevice 21 for changing the display form of the management data by theprocessing section 17, and a screen change section 19 responsive to acommand of the screen change device 22 for changing the display mode ofthe management data on the game liquid crystal screen 2.

The display form changed by the display change section 18, is the methodof displaying management data, such as daily totalization display, dailygraph display, or hourly change quantity display (trend graph). Forexample, whenever the display change device 21 is operated, the displayform is changed sequentially by the display change section 18 and theprocessing section 17, in association with each other. In theembodiment, when no identification signal is input from theidentification signal input device 23, only hourly change quantitydisplay is made.

The display mode changed by the screen change section 19 includes fullscreen display and subwindow display. The full screen display is a modein which the game graphic symbols 2a are cleared and management datasuch as profit/loss count data is displayed on the full game liquidcrystal screen 2. The subwindow display is a mode in which the gamegraphic symbols 2a remain displayed and the subwindow 2b is displayed ina part, such as one corner, of the game liquid crystal screen 2 fordisplaying the management data.

For example, whenever the screen change device 22 is handled, thedisplay mode is changed sequentially by the screen change section 19 andthe processing section 17, in association with each other.

When a preset identification signal is not input from the identificationsignal input device 23, the control means 7 operates so as to displaythe management data in a predetermined range, namely, only a trend graphrepresenting a change of the profit/loss count in the current game, asdescribed in the first embodiment, on the game liquid crystal screen 2.However, when an identification signal is input, the control means 7 isnot limited to the current game and totalizes management data anddisplays the result. Even when the identification signal is input, thecontrol means 7 clears the display if the display selector 10 isoperated.

The control means 7 can be made of, for example, a computer systemconsisting of a CPU, a ROM, a RAM, etc., like the control means shown inFIG. 3. The operation means 5, the storage means 6, and the controlmeans 7 may be collectively made of a common computer system.

For example, the identification signal input device 23 may beconstructed having for example, an element for receiving an infrared rayand a circuit for detecting an identification signal from its lightreception signal. The display selector 10, the display change device 21,and the screen change device 22 are each made of a key switch foraccepting an external command from the external.

The type of management data read from the storage means 6 for display(in this case, the profit/loss count or game count) needs to bespecified for the processing section 17 in the control means 7. Thefunction for specifying the data type can be provided by additionalinput means, or the display selector 10 or the like may be adapted toserve as the input means.

Next, the operation of the embodiment will be described.

When a player inputs coins and operates the start lever 11, the gamegraphic symbols 2a simulate rotation for starting a game, as in thefirst embodiment. Then, the processing section 17 determines acombination of the three game graphic symbols 2a when they stop, and ifthe combination corresponds to a win, it pays out coins to the playerfor the winning game through a payout slot (not shown).

At this time, the number of input coins, the number of paid-out coins,and the game count (management data) are sequentially counted by thecounters 3, 4, and 13. The management data is processed directly or viathe operation means 5 to the profit/loss count and the data is stored inthe storage means 6 together with the date and time. The preceding gameend time is also registered in the storage means 6.

For data indicating change of the profit/loss count, the processingsection 17 prepares and displays a trend graph for the data after thestart time of the current game, as in the first embodiment. It isdisplayed without performing any additional operation.

Desired data of the management data stored in the storage means 6 can bedisplayed on the game liquid crystal screen 2 in the mode and form asdescribed above by operating the display selector 10, etc. However,unless a preset identification signal (in this embodiment, an infraredsignal) is input from the identification signal input device 23,operation of the display selector 10, etc., is ignored by theidentification determination section 14 and the processing section 17described above, and they do not function.

Thus, if an infrared signal transmitter for outputting theidentification signal is given to personnel in the game house managingthe slot machines, they can instantly know the management data for eachslot machine by inputting the identification signal at any time. On theother hand, players cannot see the management data freely and can see itonly under the control of personnel in the game house.

To clearly distinguish the infrared signal from noise, a signalrepresented by a proper pulse code can be superposed on the infrared rayfor transmission. In this case, the identification signal input device23 may have a circuit for separating the pulse signal from the infraredray.

Therefore, according to the slot machine of the embodiment, the dataindicating change of the profit/loss count required for players can beprovided for the players. Personnel in the game house can also easilyknow the data required for precise adjustment of the slot machines anddetermining problems on game house management, such as arrangement ofthe machines. In addition, the game house can prevent players from beinginformed of the data carelessly. Moreover, a dedicated display formanagement data display is not required, thus the effect of suppressingan increase in costs of the game machine can be produced.

Next, a third embodiment of the invention will be discussed withreference to the accompanying drawings.

FIG. 6 shows an outline of the configuration of the third embodiment ofthe invention. The third embodiment comprises a plurality of slotmachines 1 (only one slot machine is shown in FIG. 6), a data collector75 being connected to these slot machines 1 for collecting and storingdata such as the number of input coins, the number of paid-out coins,and a jackpot from each slot machine 1, a game house management computer80 which receives various pieces of data from the data collector 75 andperforms processing required for management of the game machines in thegame house, and an administration computer 90 which receives data fromthe game house management computer 80 and prepares management datarequired for managing the game machines in the game house.

Like the slot machines of the first and second embodiments, the slotmachine 1 comprises a liquid crystal display 20 having a display screen2 on which graphic symbols 2a on rotating drums are displayed, a coinslot 61 located just under the display screen 2, a hopper 62 for storingcoins input through the coin slot and coins supplied from a supplydevice (not shown), a payout controller 63 for controlling when coinsstored in the hopper 62 are paid out to a coin return 1a for a winninggame, an input counter 3 for counting the number of coins input throughthe coin slot, a payout counter 4 for counting the number of coins paidout to the coin return 1a from the hopper 62, and a jackpot outputsection 64 for detecting a jackpot. It further includes a displayselector 10.

The jackpot output section 64 monitors a signal specifying displayedgraphic symbols at the slot machine, and if the graphic symbols make aspecific set, such as (7, 7, 7), the output section 64 determines thatit is a jackpot, and outputs a signal. The jackpot is a condition inwhich when the graphic symbols make a specific set in a specificcondition at the slot machine, a greater number of coins are paid outthan the number of coins paid out when the graphic symbols make adifferent set. The jackpot condition continues for a given time at theslot machine. The continuation time is set at random and varies from onetime to another. If the graphic symbols make a set during thecontinuation time, a greater number of coins are paid out than thenormal number of paid-out coins.

The jackpot output section 64 sends the drum rotation start count,namely, the rewrite start count of the game graphic symbols 2a at theslot machine to the data collector 75. The drum rotation start can bedetected, for example, by reading a start indication signal generatedwhen a player operates the start lever 11. Of course, it may be detectedby reading a signal for specifying rewriting of graphic symbols.

The liquid crystal display 20 has a subwindow 2b displayed in the lowerright corner of the display screen. Data displayed in the subwindow 2bis sent via a data information signal line 74 from the game housemanagement computer 80.

The count at the input counter 3 is sent via an input count signal line71 to the data collector 75. The payout counter 4 is sent via a payoutcount signal line to the data collector 75. Further, a signal of thejackpot output section 64 is sent via a jackpot signal line 73 to thedata collector 75.

The game house management computer 80 comprises a CRT display 81, a mainunit 82 for executing information processing, an auxiliary storage 83for writing/reading into/from magnetic storage media installed in themain unit, and a keyboard 84 for entering commands, etc. The game housemanagement computer 80 arranges the data collected in the data collector75 for each slot machine and processes it to numeric values and graphsrequired for management for display on the display 81. The data istransferred via a signal line 85 to the administration computer 90 at agiven period, for example, every day.

In addition to the above-mentioned data, the count result of theproceeds of a coin lending machine, the number of coins paid out forwinning games, and signals such as a broken line of a proceeds counterare input to the data collector 75.

The administration computer 90 comprises a CRT display 91, a main unit92 for executing information processing, an auxiliary storage 93 forwriting/reading into/from magnetic storage media installed in the mainunit, a keyboard 94 for entering commands, etc., and a printer 95 forprinting out data. The administration computer 90 processes the datarequired for administration of the game house, such as sales data andthe operation rate of each slot machine.

The slot machine 1 contains a computer system for processing executionof games, not shown in the embodiment, like the computer system shown inthe first and second embodiments.

In the third embodiment, when a player inputs coins to the coin slot 61,the input counter 3 counts the number of coins and sends a signalindicating the input coin count via the input count signal line 71 tothe data collector 75.

When the player presses the start lever 11, the slot machine 1 rewritesgame graphic symbols 2a displayed on the display screen 2 in an order asif the drums rotated, and stops them at random. In the stoppedcondition, the slot machine 1 determines whether or not the displaypattern of the symbols matches a predetermined pattern for determining awin, a jackpot, or a miss. If the display pattern corresponds to a winor jackpot, the slot machine 1 instructs the payout controller 63 to payout as many coins as the number of coins conforming to the number ofinput coins and the predetermined payout rate. Then, coins are paid outto a coin return 1a. At this time, the payout counter 4 counts thenumber of paid-out coins and sends the count data to the data collector75.

If a jackpot occurs, as many coins as the number of coins conforming tothe jackpot are paid out, and the jackpot output section 64 detects thejackpot condition and informs the data collector 75 of the jackpotcondition. Further, the jackpot output section 64 sends a signalindicating the drum rotation start to the data collector 75.

The data collector 75 reads these pieces of information from each slotmachine and stores them sequentially for each slot machine together withthe date and time.

The game house management computer 80 reads the data stored in the datacollector 75 and arranges and processes the data as management data fordisplay on the display 81 and also stores the data in the internalstorage. For example, the following data items are prepared:

(a) cumulative value of input coin counts

(b) profit/loss count, difference between input and paid-out coin counts

(c) input coin count during jackpot

(d) paid-out coin count during jackpot

(e) G value indicating play rate of player

(f) drum rotation start count (start count)

(g) minutely start count

(h) jackpot continuation time

The G value indicating the play rate of a player is found from thefollowing expression using the values in a to d:

    {(a-b-d)/a-c}×100(%)=G value

where (a-b) is the paid-out coin count.

The G value ranges from 0 to 99.999. For example, if the G value is high(large), it means that the player holds a large number of coins (gameplay media).

This means that the play time of the player is long.

These data items are displayed on the display 81 in the format, forexample, as shown in FIG. 7. In the format in FIG. 7, the data entriesfor one slot machine (in the example, for slot machine number 113) aredisplayed. In FIG. 7, the occurrence time denotes the time of day atwhich a jackpot occurred. That is, in FIG. 7, the data is displayedwhenever a jackpot occurs. Of course, it may be displayed at a givenperiod. More finely, it may be displayed whenever a win occurs.

A profit/loss count which is minus indicates that the input coin countis greater than the paid-out coin count, indicating that the player isahead in terms of winning games. In FIG. 7, all 0s are entered underStart count and Start/rain because the computer is instructed tosuppress display of these data entries. In fact, jackpots occurred andtherefore the start count is displayed here, for example, as 30 (times).

The display area on the display 81 is limited. Unless otherwisespecified, the most recent data is displayed preferentially. Therefore,to see the past data, for example, a scroll operation may be performedwith the keyboard. In the embodiment, daily data is stored in the gamehouse management computer 80 and is updated every day. Therefore, thedata on past days will be seen on the administration computer 90.

The game house management computer 80 prepares a trend graph fordisplaying the profit/loss counts based on the data shown in FIG. 7 foreach slot machine, and sends it to the corresponding slot machine fordisplay in the subwindow 2b. FIGS. 8 and 9 show examples of the trendgraph. FIG. 8 is an example in which the maximum and minimum values ofthe profit/loss count are small and FIG. 9 is an example in which themaximum and minimum values of the profit/loss count are large. The rangeis changed to display the graph in the subwindow 2b of finite size. Inthe examples, data on the slot machine starting at the opening of thegame house on that day is displayed.

Next, a fourth embodiment of the invention will be discussed.

The embodiment shown in FIG. 10 is an example of applying the inventionto a pinball machine. In the embodiment, metal balls called "pinballs"are used as game play media.

The embodiment comprises a plurality of pinball machines 100, a datacollector 75 for collecting and storing various pieces of data from thepinball machines 100, a game house management computer 80 which arrangesand processes the data collected in the data collector 75 and stores anddisplays the data as management data, and an administration computer 90which prepares administration material based on the management data.Components identical with those previously described in the first tothird embodiments are denoted by the same reference numerals in thefourth embodiment and will not be discussed again.

The pinball machine 100 has a game region 110 formed on the front. Thegame region 110 is provided with a jackpot device 120 with graphicsymbols displayed as with a slot machine and functioning like a slotmachine, pinball entering holes 111 and 112, and a hole 113 wherepinballs not entering the hole 111 or 112 are finally collected. When apinball enters one of the holes 111 and 112, a predetermined number ofpinballs are paid out to a pinball return 100a for the winning gameplay. The holes 112 are located at a plurality of positions in the gameregion 110. On the other hand, the hole 111 is located at a specificposition (may be located at a plurality of specific positions) in thegame region 110. Disposed above the hole 111 is a sensor 121 fordetecting a pinball entering the hole 111. When the sensor 121 detects apinball entering the hole 111, the pinball machine 100 rewrites thesymbols displayed in the jackpot device 120 as if slot machine drums hadrotated, and stops it when a given time has elapsed.

The game region 110 is formed with a sensor 122 for sensing that thesymbols displayed in the jackpot device 120 make a predeterminedpattern.

The pinball machine 100 is provided with a display section 200corresponding to the subwindow 2b of the game machine in the first tothird embodiments described above. The display contents in the displaysection 200 are similar to those described above. A display selector 10and a display change device 21 are provided in the lower right corner ofthe game region 110.

Further, disposed above the pinball machine 100 are a replenishmentdevice 140 for replenishing the pinball machine 100 with pinballs, apayout counter 4 for counting the number of pinballs supplied from thereplenishment device 140 for detecting the paid-out pinball count, and acounting control section 130 for controlling payout and counting.

On the other hand, an input counter 3 for counting the number of inputpinballs is installed in the portion where pinballs entering the holes111, 112, and 113 are gathered and discharged under the pinball machine100.

In the embodiment, as in the first to third embodiments, the inputpinball count, paid-out pinball count, rewrite start of symbols in thejackpot device, jackpot condition, and jackpot condition continuationare detected. These are sent to the data collector. The subsequent dataprocessing is similar to that in the first to third embodiments.Therefore, as in the embodiments, the management data can be seen on thedisplay 81 of the game house management computer 80, and in the displaysection 200, players can see a simple trend graph and personnel in thegame house can see more detailed data by performing necessary operation.

Although slot machines are taken as examples of game machines in thefirst and second embodiments, the invention can also apply to pinballmachines using a liquid crystal display system, for example.

In the embodiments, liquid crystal displays are taken as examples ofdisplays for the game machines, but the invention is not limited tothese. For example, CRT displays, plasma displays, etc., can also beused.

In addition to the management data described in the embodiments, varioustypes of management data may be possible.

Also, the configuration of the input device is not limited to theembodiments. For example, all commands can be input only by inputtinginfrared signals.

We claim:
 1. A game machine having a display having a game displayscreen and control means for paying out game play media for a winninggame if a given condition is satisfied after a game is started aftergame play media are input, wherein the improvement comprises:an inputcounter for cumulatively counting and outputting a value correspondingto the number of game play media input into the machine; a payoutcounter for cumulatively counting and outputting a value correspondingto the number of game play media paid out by said control means;computing means for finding a difference between the value output bysaid input counter and the value output by said payout counter andoutputting the difference as a profit/loss count of game play media;storage means for sequentially storing the profit/loss count output fromsaid computing means together with the time at which said profit/losscount is output by said computing means; detecting means for detecting agame start and a game end, said control means having a processingsection for, upon determination of the game start, displayinginformation representing change of the profit/loss count since the startof the current game, stored in said storage means, in a part of saidgame display screen, and upon determination of the game end, forclearing the display.
 2. The game machine as claimed in claim 1 whereinsaid detecting means includes a player detector for detecting whether aplayer is present at a game play position and outputting a detectionsignal, and wherein said detecting means determines the game start orthe game end in response to a change in the detection signal from saidplayer detector.
 3. The game machine as claimed in claim 2 wherein saiddetecting means further includes:a player determination section foroutputting a player signal if the detection signal of said playerdetector is output for a predetermined time or longer; and aquantitative input determination section for outputting a quantitativesignal if the number of game play media input into the machine andcounted by said input counter becomes a predetermined number or more,and wherein said detecting means judges the game start to occur whenboth the player signal has been output from said player determinationsection and the quantitative signal has been output from saidquantitative input determination section, and judges the game end tooccur when the input of the player signal stops.
 4. The game machine asclaimed in claim 3 further including display selection means forinputting a display command instructing said control means to displayinformation representing change of the profit/loss count on said displayscreen and a clear command instructing said control means to clear thedisplay screen from an external source, whereinsaid processing section,upon receipt of the display command, causes the display screen todisplay information representing change of the profit/loss count withtime stored in said storage means in a part of said game display screenand upon receipt of the clear command, causes the display screen toclear the display of the information representing the change of theprofit/loss count.
 5. The game machine as claimed in claim 4 whereinsaidstorage means further stores detailed management data representing anoperation state of said game machine in addition to the profit/losscount data, wherein said display selection means accepts an input of aspecific identification signal, and wherein said processing section,when the identification signal is input, causes the display screen todisplay the detailed management data stored in said storage means in apart of said display screen.
 6. The game machine as claimed in claim 5wherein said detailed management data is information representing changeof a cumulative profit/loss count for all games stored in said storagemeans at a point in time.
 7. The game machine as claimed in claim 3wherein said processing section causes the display screen to displayinformation representing change of the profit/loss count as a subwindowin a part of said game display screen.
 8. The game machine as claimed inclaim 7 further including a screen change device for specifying whetherthe information representing change of the profit/loss count is to bedisplayed on the display screen or in the subwindow, whereinsaid controlmeans is responsive to specification from said screen change device forcausing the display screen to display the information representingchange of the profit/loss count either on the display screen or in thesubwindow.
 9. The game machine as claimed in claim 3 wherein theprofit/loss count, and the time at which the profit/loss count isoutput, are stored at each occurrence of a jackpot.
 10. The game machineas claimed in claim 3 wherein the profit/loss count, and the time atwhich the profit/loss is output, are stored at every specific period ofa predetermined length of time.
 11. The game machine as claimed in claim2, further including display selection means for inputting a displaycommand instructing said control means to display informationrepresenting change of the profit/loss count on said display screen anda clear command instructing said control means to clear the display froman external source,wherein said processing section, upon reception ofthe display command, causes the display screen to display information,representing change of the profit/loss count with time stored in saidstorage means, in a part of said game display screen and upon receipt ofthe clear command, causes the display screen to clear the display of theinformation representing the change of the profit/loss count.
 12. Thegame machine as claimed in claim 2, further including identificationsignal input means for inputting an identification signal, whereinsaidstorage means further stores detailed management data representing anoperation state of said game machine in addition to the profit/losscount data, and wherein said processing section, when the identificationsignal is input, causes the display screen to display the detailedmanagement data stored in said storage means in a part of said displayscreen.
 13. The game machine as claimed in claim 12, wherein saiddetailed management data is information representing change of acumulative profit/loss count for all games stored in said storage meansat a point in time.
 14. The game machine as claimed in claim 2,whereinsaid storage means further stores detailed management datarepresenting an operation state of said game machine in addition to theprofit/loss count data, wherein said display selection means accepts aninput of a specific identification signal, and wherein said processingsection, when the identification signal is input, causes the displayscreen to display the detailed management data stored in said storagemeans in a part of said display screen.
 15. The game machine as claimedin claim 1 further including identification signal input means forinputting an identification signal, whereinsaid storage means furtherstores detailed management data representing an operation state of saidgame machine in addition to the profit/loss count data, and wherein saidprocessing section, when the identification signal is input, causes thedisplay screen to display the detailed management data stored in saidstorage means in a part of said display screen.
 16. The game machine asclaimed in claim 1 further including display selection means forinputting a display command instructing said control means to displayinformation representing change of the profit/loss count on said displayscreen and a clear command instructing said control means to clear thedisplay from an external source, whereinsaid processing section, uponreception of the display command, causes the display screen to displayinformation, representing change of the profit/loss count with timestored in said storage means, in a part of said game display screen andupon receipt of the clear command, causes the display screen to clearthe display of the information representing the change of theprofit/loss count.
 17. The game machine as claimed in claim 16whereinsaid storage means further stores detailed management datarepresenting an operation state of said game machine in addition to theprofit/loss count data, wherein said display selection means accepts aninput of a specific identification signal, and wherein said processingsection, when the identification signal is input, causes the displayscreen to display the detailed management data stored in said storagemeans in a part of said display screen.
 18. The game machine as claimedin claim 17 wherein said detailed management data is informationrepresenting change of a cumulative profit/loss count for all gamesstored in said storage means at a point in time.
 19. A game machinehaving a display having a game display screen and control means forpaying out game play media for a winning game if a given condition issatisfied after a game is started after game play media are input,wherein the improvement comprises:an input counter for cumulativelycounting and outputting a value corresponding to the number of game playmedia input into the game machine; and a player detector for detectingwhether a player is present at a game play position and outputting adetection signal,said control means further including: a playerdetermination section for outputting a player signal if the detectionsignal of said player detector is output for a predetermined time orlonger; a quantitative input determination section for outputting aquantitative signal if the number of game play media input into themachine and counted by said input counter becomes a predetermined numberor more; and a processing section for determining game start and end,said processing section judging the game start to occur when both theplayer signal has been output from said player determination section andthe quantitative signal has been output from said quantitative inputdetermination section, and judging the game end to occur when the inputof the player signal stops.
 20. A game system comprising a plurality ofgame machines for paying out game play media for a winning game if agiven condition is satisfied after a game is started after game playmedia are input and a management computer for managing said plurality ofgame machines, each of said game machines comprising:a display having agame display screen; a jackpot output section for detecting a jackpotcondition during game execution and controlling payout of game playmedia for the winning game play and outputting information indicatingthe jackpot condition; an input counter for cumulatively counting andoutputting a value corresponding to the number of game play media inputinto the game machine; and a payout counter for cumulatively countingand outputting a value corresponding to the number of game play mediapaid out by said jackpot output section; said management computerreading said information indicating the jackpot condition output by saidjackpot output section and the values output by each of said input andpayout counters from each of said game machines, preparing managementdata and sending a part of the management data to the corresponding gamemachine for displaying said part of the management data in a part ofsaid display screen of said display of said game machine.
 21. The gamesystem as claimed in claim 20 wherein said part of said management datais a profit/loss count, being a difference between the number of gameplay media input into the game machine and the number of game play mediapaid out by said control means.
 22. The game system as claimed in claim21 further including a data collector, located between said gamemachines and said management computer, for reading and storing saidinformation indicating the jackpot condition output by said jackpotoutput section and the values output by said input and payout countersfrom each of said game machines and sending the data to said managementcomputer.